render: improve fix for rendering shared 3d modules

This commit is contained in:
SeanOMik 2024-04-01 10:50:17 -04:00
parent dd61e8e66c
commit 0a9e5ebcdb
Signed by: SeanOMik
GPG Key ID: FEC9E2FC15235964
3 changed files with 227 additions and 43 deletions

View File

@ -1,14 +1,16 @@
use lyra_ecs::Entity;
use super::transform_buffer_storage::TransformIndex;
pub struct RenderJob {
pub entity: Entity,
pub shader_id: u64,
pub mesh_uuid: uuid::Uuid,
pub transform_id: u32,
pub transform_id: TransformIndex,
}
impl RenderJob {
pub fn new(entity: Entity, shader_id: u64, mesh_buffer_id: uuid::Uuid, transform_id: u32) -> Self {
pub fn new(entity: Entity, shader_id: u64, mesh_buffer_id: uuid::Uuid, transform_id: TransformIndex) -> Self {
Self {
entity,
shader_id,

View File

@ -29,7 +29,7 @@ use super::light_cull_compute::LightCullCompute;
use super::material::Material;
use super::render_buffer::BufferWrapper;
use super::texture::RenderTexture;
use super::transform_buffer_storage::TransformBuffers;
use super::transform_buffer_storage::{TransformBuffers, TransformGroup};
use super::vertex::Vertex;
use super::{render_pipeline::FullRenderPipeline, render_buffer::BufferStorage, render_job::RenderJob};
@ -452,8 +452,10 @@ impl Renderer for BasicRenderer {
self.check_mesh_buffers(entity, &mesh_han);
}
let transform_id = self.transform_buffers.push_transform(&self.queue, &self.render_limits, interop_pos.calculate_mat4(), glam::Mat3::from_quat(interop_pos.rotation));
let group = TransformGroup::EntityRes(entity, mesh_han.uuid());
let transform_id = self.transform_buffers.update_or_push(&self.queue, &self.render_limits,
group, || ( interop_pos.calculate_mat4(), glam::Mat3::from_quat(interop_pos.rotation) ));
let material = mesh.material.as_ref().unwrap()
.data_ref().unwrap();
let shader = material.shader_uuid.unwrap_or(0);
@ -482,7 +484,10 @@ impl Renderer for BasicRenderer {
self.check_mesh_buffers(entity, &mesh_han);
}
let transform_id = self.transform_buffers.push_transform(&self.queue, &self.render_limits, mesh_interpo.calculate_mat4(), glam::Mat3::from_quat(mesh_interpo.rotation));
let scene_mesh_group = TransformGroup::Res(scene_han.uuid(), mesh_han.uuid());
let group = TransformGroup::OwnedGroup(entity, scene_mesh_group.into());
let transform_id = self.transform_buffers.update_or_push(&self.queue, &self.render_limits,
group, || ( mesh_interpo.calculate_mat4(), glam::Mat3::from_quat(mesh_interpo.rotation) ));
let material = mesh.material.as_ref().unwrap()
.data_ref().unwrap();
@ -581,11 +586,8 @@ impl Renderer for BasicRenderer {
}
// Get the bindgroup for job's transform and bind to it using an offset.
/* let transform_indices = *self.transform_buffers.transform_indices(job.entity).unwrap();
let bindgroup = self.transform_buffers.bind_group(transform_indices).unwrap(); */
let bindgroup = self.transform_buffers.bind_group(job.transform_id);
let offset = self.transform_buffers.buffer_offset(job.transform_id);//TransformBuffers::index_offset(&self.render_limits, transform_indices) as u32;
let offset = self.transform_buffers.buffer_offset(job.transform_id);
render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
render_pass.set_bind_group(2, &self.camera_buffer.bindgroup(), &[]);

View File

@ -1,37 +1,167 @@
use std::num::NonZeroU64;
use std::{collections::{HashMap, VecDeque}, hash::{BuildHasher, DefaultHasher, Hash, Hasher, RandomState}, num::NonZeroU64};
use lyra_ecs::Entity;
use uuid::Uuid;
use wgpu::Limits;
use std::mem;
/// A group id created from a [`TransformGroup`].
///
/// This is mainly created so that [`TransformGroup::OwnedGroup`] can use another group inside of it.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct TransformGroupId(u64);
impl From<TransformGroup> for TransformGroupId {
fn from(value: TransformGroup) -> Self {
let mut hasher = DefaultHasher::new();
value.hash(&mut hasher);
let hash = hasher.finish();
TransformGroupId(hash)
}
}
/// Used as a key into the [`TransformBuffers`].
///
/// This enum is used as a key to identify a transform for a RenderJob. The renderer uses this
/// to differentiate a transform between two entities that share a resource handle to the same
/// scene:
/// ```nobuild
/// // The group of the mesh in the scene.
/// let scene_mesh_group = TransformGroup::Res(scene_handle.uuid(), mesh_handle.uuid());
/// // The group of the owned entity that has mesh in a scene.
/// let finished_group = TransformGroup::OwnedGroup(entity, scene_mesh_group.into());
/// ```
///
/// A simpler example of the use of a transform group is when processing lone mesh handles
/// owned by entities:
/// ```nobuild
/// let group = TransformGroup::EntityRes(entity, mesh_handle.uuid());
/// ```
///
/// These were made to fix [#6](https://git.seanomik.net/SeanOMik/lyra-engine/issues/6).
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum TransformGroup {
/// Just an entity.
Entity(Entity),
/// An entity that owns another group.
OwnedGroup(Entity, TransformGroupId),
/// A resource uuid grouped with an owning Entity.
EntityRes(Entity, Uuid),
/// A resource uuid grouped with another resource uuid.
Res(Uuid, Uuid),
}
/// The index of a specific Transform inside of the buffers.
#[derive(Default, Copy, Clone, PartialEq, Eq, Debug)]
pub(crate) struct TransformBufferIndices {
pub buffer_index: usize,
pub transform_index: usize,
pub struct TransformIndex {
/// The index of the entry in the buffer chain.
entry_index: usize,
/// The index of the transform in the entry.
transform_index: usize,
}
/// A struct representing a single transform buffer. There can be multiple of these
pub(crate) struct TransformBufferEntry {
struct BufferEntry {
pub len: usize,
pub bindgroup: wgpu::BindGroup,
pub transform_buffer: wgpu::Buffer,
pub normal_buffer: wgpu::Buffer,
}
/// A HashMap that caches values for reuse.
///
/// The map detects dead values by tracking which entries were not updated since the last time
/// [`CachedValMap::update`] was ran. When dead values are collected, they can be reused on an
/// [`insert`](CachedValMap::insert) into the map.
struct CachedValMap<K, V, S = RandomState> {
latest: HashMap<K, V, S>,
old: HashMap<K, V, S>,
dead: VecDeque<V>,
}
impl<K, V, S: Default> Default for CachedValMap<K, V, S> {
fn default() -> Self {
Self {
latest: Default::default(),
old: Default::default(),
dead: Default::default()
}
}
}
#[allow(dead_code)]
impl<K: Hash + Eq + PartialEq + Clone, V: Clone, S: BuildHasher> CachedValMap<K, V, S> {
/// Insert a key, possibly reusing a value in the map.
///
/// Returns the reused value, if one was reused. If its `None`, then the value was retrieved
/// from running `val_fn`.
pub fn insert<F>(&mut self, key: K, mut val_fn: F) -> Option<V>
where
F: FnMut() -> V
{
if self.latest.contains_key(&key) {
self.latest.insert(key, val_fn());
None
} else {
let val = self.dead.pop_front()
.unwrap_or_else(val_fn);
self.latest.insert(key, val.clone());
Some(val)
}
}
/// Returns a reference to the value corresponding to the key.
pub fn get(&mut self, key: K) -> Option<&V> {
if let Some(v) = self.old.remove(&key) {
self.latest.insert(key.clone(), v);
}
self.latest.get(&key)
}
/// Keep a key alive without updating its value.
pub fn keep_alive(&mut self, key: K) {
if let Some(v) = self.old.remove(&key) {
self.latest.insert(key, v);
}
}
/// Returns `true` if the map contains a value for the specified key.
pub fn contains(&self, key: K) -> bool {
self.old.contains_key(&key) || self.latest.contains_key(&key)
}
/// Collects the now dead values for reuse.
///
/// This detects dead values by tracking which entries were not updated since the last time
/// update was ran.
pub fn update(&mut self) {
// drain the dead values into the dead queue
self.dead.extend(self.old.drain().map(|(_, v)| v));
// now drain the latest entries into the old entries
self.old.extend(self.latest.drain());
}
}
/// A helper struct for managing the Transform buffers for meshes.
///
/// This struct manages a "chain" of uniform buffers that store Transform for meshes. When
/// first created it only has a single "chain-link" with a buffer that is the maximum length
/// This struct manages a "chain" of uniform buffers that store Transform for [`TransformGroup`]s.
/// When first created it only has a single "chain-link" with a buffer that is the maximum length
/// the GPU supports. When the first buffer fills up, a new one should be created which will also
/// be the maximum length the GPU supports. When the new buffer fills up, a new one will be
/// created once again, and so on.
///
/// `Uuid`'s are used to represent entries (usually Meshes) in the buffer. The Uuid's can be used
/// to insert, update, and retrieve the transforms.
pub(crate) struct TransformBuffers {
/// [`TransformGroup`]s are used to represent entries in the buffer. They are used to insert,
/// update, and retrieve the transforms.
pub struct TransformBuffers {
pub bindgroup_layout: wgpu::BindGroupLayout,
pub entries: Vec<TransformBufferEntry>,
groups: CachedValMap<TransformGroupId, TransformIndex>,
entries: Vec<BufferEntry>,
limits: wgpu::Limits,
max_transform_count: usize,
}
impl TransformBuffers {
@ -66,7 +196,9 @@ impl TransformBuffers {
let mut s = Self {
bindgroup_layout,
entries: vec![],
groups: Default::default(),
entries: Default::default(),
max_transform_count: (limits.max_uniform_buffer_binding_size / 2) as usize / (mem::size_of::<glam::Mat4>()),
limits,
};
@ -76,26 +208,70 @@ impl TransformBuffers {
s
}
pub fn push_transform(&mut self, queue: &wgpu::Queue, limits: &Limits, transform: glam::Mat4, normal_matrix: glam::Mat3) -> u32 {
let entry = self.entries.iter_mut().next().unwrap(); // TODO: use other buffers than just the first
/// Update an existing transform in the buffers.
///
/// # Panics
/// Panics if the `entity_group` is not already inside of the buffers.
pub fn update_transform(&mut self, queue: &wgpu::Queue, limits: &Limits, entity_group: TransformGroup, transform: glam::Mat4, normal_matrix: glam::Mat3) -> TransformIndex {
let index = *self.groups.get(entity_group.into())
.expect("Use 'push_transform' for new entities");
let entry = self.entries.get_mut(index.entry_index).unwrap();
let normal_matrix = glam::Mat4::from_mat3(normal_matrix);
// write the transform and normal to the end of the transform
//let offset = (mem::size_of::<glam::Mat4>() * entry.len) as u64;
let offset = Self::get_buffer_offset(limits, entry.len as u32) as _;
let offset = Self::get_buffer_offset(limits, index) as _;
queue.write_buffer(&entry.transform_buffer, offset, bytemuck::bytes_of(&transform));
queue.write_buffer(&entry.normal_buffer, offset, bytemuck::bytes_of(&normal_matrix));
let index = entry.len;
entry.len += 1;
index as _
index
}
/// Push a new transform into the buffers.
pub fn push_transform(&mut self, queue: &wgpu::Queue, limits: &Limits, entity_group: TransformGroup, transform: glam::Mat4, normal_matrix: glam::Mat3) -> TransformIndex {
self.groups.insert(entity_group.into(), || {
// this closure is only called when there are no values that can be reused,
// so we get a brand new index at the end of the last entry in the chain.
let last = self.entries.last_mut().unwrap();
// ensure the gpu buffer is not overflown
debug_assert!(last.len < self.max_transform_count,
"Transform buffer is filled and 'next_indices' was not incremented! \
Was a new buffer created?");
let tidx = last.len;
last.len += 1;
TransformIndex {
entry_index: self.entries.len() - 1,
transform_index: tidx
}
});
self.update_transform(queue, limits, entity_group, transform, normal_matrix)
}
/// Collect the dead transforms and prepare self to check next time.
pub fn tick(&mut self) {
for entry in self.entries.iter_mut() {
entry.len = 0;
self.groups.update();
}
/// Returns a boolean indicating if the buffer contains this group.
pub fn contains(&self, group: TransformGroup) -> bool {
self.groups.contains(group.into())
}
/// Update an existing transform group or if its not existing yet, pushes it to the buffer.
///
/// Returns: the index that the transform is at in the buffers.
pub fn update_or_push<F>(&mut self, queue: &wgpu::Queue, limits: &Limits, group: TransformGroup, transform_fn: F) -> TransformIndex
where F: Fn() -> (glam::Mat4, glam::Mat3)
{
let (transform, normal_matrix) = transform_fn();
if self.contains(group) {
self.update_transform(queue, limits, group, transform, normal_matrix)
} else {
self.push_transform(queue, limits, group, transform, normal_matrix)
}
}
@ -105,7 +281,7 @@ impl TransformBuffers {
/// "chain-link" is created.
pub fn expand_buffers(&mut self, device: &wgpu::Device) {
let limits = device.limits();
let max_buffer_sizes = (limits.max_uniform_buffer_binding_size as u64) / 2;
let max_buffer_sizes = self.max_transform_count as u64 * limits.min_uniform_buffer_offset_alignment as u64;
let transform_buffer = device.create_buffer(
&wgpu::BufferDescriptor {
@ -157,7 +333,7 @@ impl TransformBuffers {
label: Some("BG_Transforms"),
});
let entry = TransformBufferEntry {
let entry = BufferEntry {
bindgroup: transform_bind_group,
transform_buffer,
normal_buffer: normal_mat_buffer,
@ -166,24 +342,28 @@ impl TransformBuffers {
self.entries.push(entry);
}
pub fn bind_group(&self, transform_id: u32) -> &wgpu::BindGroup {
let _ = transform_id;
let entry = self.entries.iter().next().unwrap(); // TODO: use other buffers than just the first
/// Returns the bind group for the transform index.
pub fn bind_group(&self, transform_id: TransformIndex) -> &wgpu::BindGroup {
let entry = self.entries.get(transform_id.entry_index).unwrap();
&entry.bindgroup
}
/// Get the buffer offset for a transform using wgpu limits.
///
/// If its possible to borrow immutably, use [`TransformBuffers::buffer_offset`].
fn get_buffer_offset(limits: &wgpu::Limits, transform_id: u32) -> u32 {
//let entry = self.entries.iter().next().unwrap(); // TODO: use other buffers than just the first
transform_id * limits.min_uniform_buffer_offset_alignment as u32//mem::size_of::<glam::Mat4>() as u32
fn get_buffer_offset(limits: &wgpu::Limits, transform_index: TransformIndex) -> u32 {
transform_index.transform_index as u32 * limits.min_uniform_buffer_offset_alignment as u32
}
pub fn buffer_offset(&self, transform_id: u32) -> u32 {
Self::get_buffer_offset(&self.limits, transform_id)
/// Returns the offset of the transform inside the bind group buffer.
///
/// ```nobuild
/// let bindgroup = transform_buffers.bind_group(job.transform_id);
/// let offset = transform_buffers.buffer_offset(job.transform_id);
/// render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
/// ```
pub fn buffer_offset(&self, transform_index: TransformIndex) -> u32 {
Self::get_buffer_offset(&self.limits, transform_index)
}
}